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-rw-r--r--release/scripts/startup/bl_ui/properties_game.py8
-rw-r--r--source/blender/blenkernel/intern/object.c4
-rw-r--r--source/blender/blenloader/intern/readfile.c10
-rw-r--r--source/blender/makesdna/DNA_object_types.h6
-rw-r--r--source/blender/makesrna/intern/rna_object.c70
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp13
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h11
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp21
9 files changed, 150 insertions, 3 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 5ff49a7d369..bf0c9eb762a 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -190,6 +190,14 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
layout.operator("mesh.navmesh_reset")
layout.operator("mesh.navmesh_clear")
+ if physics_type not in {'NO_COLLISION', 'OCCLUDE'}:
+ layout.separator()
+ split = layout.split()
+
+ col = split.column()
+ col.prop(game, "collision_group")
+ col = split.column()
+ col.prop(game, "collision_mask")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
bl_label = "Collision Bounds"
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 431f2c04f7d..a7b53370d1d 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -854,7 +854,9 @@ Object *BKE_object_add_only_object(int type, const char *name)
ob->step_height = 0.15f;
ob->jump_speed = 10.0f;
ob->fall_speed = 55.0f;
-
+ ob->col_group = 0x01;
+ ob->col_mask = 0xff;
+
/* NT fluid sim defaults */
ob->fluidsimSettings = NULL;
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index de9e5f5e08e..d694de61131 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -8247,6 +8247,16 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
+ {
+ Object *ob;
+ for (ob = main->object.first; ob; ob = ob->id.next) {
+ if (ob->col_group == 0) {
+ ob->col_group = 0x01;
+ ob->col_mask = 0xff;
+ }
+ }
+ }
+
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in editors/interface/resources.c! */
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 2fc04c4a5db..932d209f2c7 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -243,6 +243,9 @@ typedef struct Object {
short recalc; /* dependency flag */
float anisotropicFriction[3];
+ /** Collision mask settings */
+ unsigned short col_group, col_mask, col_pad[2];
+
ListBase constraints; /* object constraints */
ListBase nlastrips DNA_DEPRECATED; // XXX deprecated... old animation system
ListBase hooks DNA_DEPRECATED; // XXX deprecated... old animation system
@@ -479,6 +482,9 @@ typedef struct DupliObject {
/* controller state */
#define OB_MAX_STATES 30
+/* collision masks */
+#define OB_MAX_COL_MASKS 8
+
/* ob->gameflag */
#define OB_DYNAMIC 1
#define OB_CHILD 2
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 0c1ec0b02f9..7b5feff614c 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -1111,6 +1111,63 @@ static void rna_GameObjectSettings_used_state_get(PointerRNA *ptr, int *values)
}
}
+static void rna_GameObjectSettings_col_group_get(PointerRNA *ptr, int *values)
+{
+ Object *ob = (Object*)ptr->data;
+ int i;
+
+ for (i = 0; i < OB_MAX_COL_MASKS; i++)
+ values[i] = (ob->col_group & (1<<i));
+}
+
+static void rna_GameObjectSettings_col_group_set(PointerRNA *ptr, const int *values)
+{
+ Object *ob = (Object*)ptr->data;
+ int i, tot = 0;
+
+ /* ensure we always have some group selected */
+ for (i = 0; i < OB_MAX_COL_MASKS; i++)
+ if(values[i])
+ tot++;
+
+ if (tot==0)
+ return;
+
+ for (i = 0; i < OB_MAX_COL_MASKS; i++) {
+ if (values[i]) ob->col_group |= (1<<i);
+ else ob->col_group &= ~(1<<i);
+ }
+}
+
+static void rna_GameObjectSettings_col_mask_get(PointerRNA *ptr, int *values)
+{
+ Object *ob = (Object*)ptr->data;
+ int i;
+
+ for (i = 0; i < OB_MAX_COL_MASKS; i++)
+ values[i] = (ob->col_mask & (1<<i));
+}
+
+static void rna_GameObjectSettings_col_mask_set(PointerRNA *ptr, const int *values)
+{
+ Object *ob = (Object*)ptr->data;
+ int i, tot = 0;
+
+ /* ensure we always have some mask selected */
+ for (i = 0; i < OB_MAX_COL_MASKS; i++)
+ if(values[i])
+ tot++;
+
+ if (tot==0)
+ return;
+
+ for (i = 0; i < OB_MAX_COL_MASKS; i++) {
+ if (values[i]) ob->col_mask |= (1<<i);
+ else ob->col_mask &= ~(1<<i);
+ }
+}
+
+
static void rna_Object_active_shape_key_index_range(PointerRNA *ptr, int *min, int *max, int *softmin, int *softmax)
{
Object *ob = (Object *)ptr->id.data;
@@ -1456,6 +1513,8 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
StructRNA *srna;
PropertyRNA *prop;
+ int default_col_mask[8] = {1,0,0,0, 0,0,0,0};
+
static EnumPropertyItem body_type_items[] = {
{OB_BODY_TYPE_NO_COLLISION, "NO_COLLISION", 0, "No Collision", "Disable collision for this object"},
{OB_BODY_TYPE_STATIC, "STATIC", 0, "Static", "Stationary object"},
@@ -1578,6 +1637,17 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0, 1000.0);
RNA_def_property_ui_text(prop, "Fall Speed Max", "Maximum speed at which the character will fall");
+ prop = RNA_def_property(srna, "collision_group", PROP_BOOLEAN, PROP_LAYER_MEMBER);
+ RNA_def_property_boolean_sdna(prop, NULL, "col_group", 1);
+ RNA_def_property_array(prop, OB_MAX_COL_MASKS);
+ RNA_def_property_ui_text(prop, "Collision Group", "The collision group of the object");
+ RNA_def_property_boolean_funcs(prop, "rna_GameObjectSettings_col_group_get", "rna_GameObjectSettings_col_group_set");
+
+ prop = RNA_def_property(srna, "collision_mask", PROP_BOOLEAN, PROP_LAYER_MEMBER);
+ RNA_def_property_boolean_sdna(prop, NULL, "col_mask", 1);
+ RNA_def_property_array(prop, OB_MAX_COL_MASKS);
+ RNA_def_property_ui_text(prop, "Collision Mask", "The groups this object can collide with");
+ RNA_def_property_boolean_funcs(prop, "rna_GameObjectSettings_col_mask_get", "rna_GameObjectSettings_col_mask_set");
/* lock position */
prop = RNA_def_property(srna, "lock_location_x", PROP_BOOLEAN, PROP_NONE);
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 982988cc088..58ae415e9d3 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1587,8 +1587,16 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
//bool bRigidBody = (userigidbody == 0);
// object has physics representation?
- if (!(blenderobject->gameflag & OB_COLLISION))
+ if (!(blenderobject->gameflag & OB_COLLISION)) {
+ // Respond to all collisions so that Near sensors work on No Collision
+ // objects.
+ gameobj->SetUserCollisionGroup(0xff);
+ gameobj->SetUserCollisionMask(0xff);
return;
+ }
+
+ gameobj->SetUserCollisionGroup(blenderobject->col_group);
+ gameobj->SetUserCollisionMask(blenderobject->col_mask);
// get Root Parent of blenderobject
struct Object* parent= blenderobject->parent;
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 48a45c2d1c2..a669f4346ea 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -531,6 +531,19 @@ void KX_GameObject::ActivateGraphicController(bool recurse)
}
}
+void KX_GameObject::SetUserCollisionGroup(short group)
+{
+ m_userCollisionGroup = group;
+}
+void KX_GameObject::SetUserCollisionMask(short mask)
+{
+ m_userCollisionMask = mask;
+}
+
+bool KX_GameObject::CheckCollision(KX_GameObject* other)
+{
+ return this->m_userCollisionGroup & other->m_userCollisionMask;
+}
CValue* KX_GameObject::GetReplica()
{
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 5ceef2c60c9..d5ae13eb702 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -98,6 +98,10 @@ protected:
bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
+ // Bit fields for user control over physics collisions
+ short m_userCollisionGroup;
+ short m_userCollisionMask;
+
// visible = user setting
// culled = while rendering, depending on camera
bool m_bVisible;
@@ -494,6 +498,13 @@ public:
*/
void ActivateGraphicController(bool recurse);
+ void SetUserCollisionGroup(short filter);
+ void SetUserCollisionMask(short mask);
+ /**
+ * Extra broadphase check for user controllable collisions
+ */
+ bool CheckCollision(KX_GameObject *other);
+
/**
* \section Coordinate system manipulation functions
*/
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index e43ddb303e9..687fc116234 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -2208,10 +2208,29 @@ bool CcdOverlapFilterCallBack::needBroadphaseCollision(btBroadphaseProxy* proxy0
{
btCollisionObject *colObj0, *colObj1;
CcdPhysicsController *sensorCtrl, *objCtrl;
+
+ KX_GameObject *kxObj0 = KX_GameObject::GetClientObject(
+ (KX_ClientObjectInfo*)
+ ((CcdPhysicsController*)
+ (((btCollisionObject*)proxy0->m_clientObject)->getUserPointer()))
+ ->getNewClientInfo());
+ KX_GameObject *kxObj1 = KX_GameObject::GetClientObject(
+ (KX_ClientObjectInfo*)
+ ((CcdPhysicsController*)
+ (((btCollisionObject*)proxy1->m_clientObject)->getUserPointer()))
+ ->getNewClientInfo());
+
+ // First check the filters. Note that this is called during scene
+ // conversion, so we can't assume the KX_GameObject instances exist. This
+ // may make some objects erroneously collide on the first frame, but the
+ // alternative is to have them erroneously miss.
bool collides;
- // first check the filters
collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
+ if (kxObj0 && kxObj1) {
+ collides = collides && kxObj0->CheckCollision(kxObj1);
+ collides = collides && kxObj1->CheckCollision(kxObj0);
+ }
if (!collides)
return false;